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Cogwheel
2009-10-05, 10:23 AM
The Sandman

"We used to think time was like a river. These days, most think it's more like a sea - I've even heard a few people say that time acts like a globe. Let them think whatever they want. To me, time is a lump of clay."

As any Sandman will freely admit - assuming, ofcourse, that doing so would not harm their interests - every Sandman is, first and foremost, a con artist. To those who wish to use a more charitable term, they are hypnotists. A Sandman's art is twofold, blurring the line between magic and merely being incredibly convincing. A major area of their expertise is, ofcourse, garden-variety hypnosis, mind-control and the like, which they occasionally affect themselves with if the situation calls for it.

Their second speciality is what sets them apart from any common enchanter. Time, as many suspect, is sentient. All Sandmen possess the ability, to some degree, to speak with time, be it an empathic link that allows them to convey emotion and mental images, or a sort of one-way telepathy. Time rarely answers, but it can be spoken to at any time. As every Sandman could tell you, while time is certainly sentient, it's also not exactly bright, and rather gullible. With a well-placed word or two, the fabric of time can be bent to one's will. Ofcourse, failure to do so often results in consequences, but Sandmen only make minor, harmless mistakes. Those who fall in the pursuit of the art are seldom considered to be more than fools by their colleagues, let alone Sandmen.

Abilities: A Sandman's most important ability by far is Charisma. It controls their bluff skill, as well as the save DC for their Mesmers and their number of ticks per day. Wisdom helps their will saves, and constitution their fortitude saves, should a Sandman decide to cast more Mesmers than they can handle. Beyond this, intelligence might help them to gain more skill points.

Role: A Sandman's role, at first glance, is not an impressive one. Their social skills may be on par with a bard's in certain areas, while their skill in stealth is inferior to rogues, and their spells are hardly as adept at healing wounds or ripping explosive holes in reality as those of other casting classes. The Sandman's work is more subtle than any of this - a reasonably skilled rogue and negotiator, capable of dealing some degree of damage if necessary, but they are primarily support characters, aiding other party members and weakening enemies, while leaving the flashy work to others.

Background: Many Sandmen have less-than-glamorous backgrounds, but in practice, their stories are as varied as can be. They are simply those gifted with the capability to speak with Time, for some reason or the other - a fragment of the power that might have, in different circumstances, lead to a sorceror's career - and with a knack for knowing what to say. Some magic is added to this in time, often enough, but these are the basics. A great deal of Sandmen are also inclined towards the arts of stealth, and have a passing knowledge of them at the very least.

Many times, a fledgling Sandman will seek out another of their kind in search of apprenticeship. In most cases, the request is promptly accepted, sometimes in exchange for payment. The defining point in a Sandman's career is, many times, the point at which they discover their unique capability to speak with Time itself. Sometimes, this ability is known to its owner from the first day, just as one knows how to breathe. Other times, one may live out their entire lives without the slightest inkling of knowledge concerning their buried powers.

Organization: To put it bluntly, Sandmen possess very little of this. One is typically able to sense another, causing them to be on their guard around eachother for rather obvious reasons. A sufficiently experienced Sandman, however, may trust a less accomplished one simply on the basis that they can do little harm. This is the basis of most apprenticeships. Beyond this, Sandmen tend to stay apart. They rarely cause any harm to eachother - whether this is because of the rampant suspicion they exercise towards one another or due to some unspoken code of honour remains to be seen.

Alignment: Any. A Sandman may be of any alignment, but is typically far from evangelical about it, and even those with a radically different worldview will often meet little more than vague disdain. A good Sandman will use their powers to aid others in whatever way necessary, while an evil Sandman may take the more obvious route of serving their own ends, bending time and other sentient beings alike to their will.

Some Sandmen are lawful, typically serving as inquisitors or detectives of some variety, while chaotic Sandmen follow their own code, often one which a great deal of laws would frown upon. Overall, while Sandmen come in all varieties, they have a minor bent towards chaos.

Races: Sandmen may come from any race, and often do. While their particular gift pertaining to time can come to all races, the eloquence required to harness it is not so universally shared - as such, gnolls, ogres, orcs, goblins and the like rarely become Sandmen, though there are exceptions to every rule. Sandmen are most commonly humans or gnomes and, in some slightly rarer cases, minor outsiders.

Religion: The ability to quite easily con one of the universe's governing forces on a casual, daily basis turns most Sandmen away from worshipping any such forces. Of the more religious Sandmen, the chaotic and neutral ones often tend to follow Olidammara's teachings, while most others join whatever faith suits their ideals best, independant of their talents. A rare few belong to minor religions dedicated to gods of time, but this is likely nothing more than an ironic joke.

Other Classes: A Sandman's take on those of other professions is tinted in many cases by confusion, condescension, pity or vague disdain. Wizards, clerics and druids are met with pity - after all, who wants to pray to some otherworldly force or study for years on end when far easier routes to power exist?

Sorcerers and rogues are met with some degree of respect, as practitioners of similar arts, albeit more specialized. Bards are viewed to be on roughly the correct track, but too deluded by their artistic obsession to make full use of their capabilities.

Paladins are, to a degree, met with the same treatment as clerics, and while some may respect the paladin's moral code, this respect will quickly turn into annoyance should their code interfere with the Sandman's interests on a regular basis.

Barbarians are viewed as being unsophisticated and rather unlikable, yet necessary and useful. After all, a Sandman is not the best equipped to defend themselves, and there are times when large frothing masses of incoherent rage armed with oversized weapons can prove quite convenient to have on hand. Rangers and fighters meet largely the same treatment, if a little less so.

Lastly, monks are treated with point-blank confusion. They are powerful, to be sure, and possess capabilities beyond the comprehension of most, but their lifestyle is so bizarre and alien to most Sandmen that they cannot begin to understand the reasoning behind it. As such, monks are typically given a wide berth.

Adaptation: Far from easy, as each of the Sandman's abilities are tied into a specific flavour to the extent that it can prove all but impossible to separate the two. however, a minor potential change would be to alter the skills required for some of the class features - specifically, from bluff to diplomacy, thus making the Sandman less of a con artist and more of a negotiator (with regards to time, anyway).

Hit Die: d6

Wealth: 5d4x10 gold.

Class Features

Class Skills: The Sandman's class skills (and the key ability for each skill) are as follows: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Skill Points at First Level: (6 + Intelligence modifier)x4
Skill Points at Each Additional Level: 6 + Intelligence modifer

Sandman
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Minor Mesmers, Sandman's Slumber

2nd|
+1|
+3|
+0|
+3|Two-Faced Liar

3rd|
+2|
+3|
+1|
+3|Plucked From The Streams

4th|
+3|
+4|
+1|
+4|Procrastination

5th|
+3|
+4|
+1|
+4|Trust Me

6th|
+4|
+5|
+2|
+5|Lesser Mesmers

7th|
+5|
+5|
+2|
+5|Stitch in Time

8th|
+6/+1|
+6|
+2|
+6|Borrowed Time (quarter)

9th|
+6/+1|
+6|
+3|
+6|Mind Over Matter

10th|
+7/+2|
+7|
+3|
+7|Greater Procrastination

11th|
+8/+3|
+7|
+3|
+7|Major Mesmers

12th|
+9/+4|
+8|
+4|
+8|Borrowed Time (half)

13th|
+9/+4|
+8|
+4|
+8|Deja Vu

14th|
+10/+5|
+9|
+4|
+9|From Another Time

15th|
+11/+6/+1|
+9|
+5|
+9|Inescapable Eternity

16th|
+12/+7/+2|
+10|
+5|
+10|Greater Mesmers

17th|
+12/+7/+2|
+10|
+5|
+10|Turn Back The Clock

18th|
+13/+8/+3|
+11|
+6|
+11|Cheat Death

19th|
+14/+9/+4|
+11|
+6|
+11|My Will Be Done

20th|
+15/+10/+5|
+12|
+6|
+12|Beyond The Streams[/table]

Weapon and Armour Proficiency: Sandmen are proficient with all simple weapons in addition to rapiers, saps, hand crossbows, shortbows and shortswords. In addition, they may wear light armour, but are not proficient with shields. heavier armour, along with shields, do not hinder a Sandman's abilities in any way - they are simply not proficient with it to begin with.

Mesmers (Su): These are the mainstay of a Sandman's powers - the most common ways in which they alter the minds and flow of time around themselves. Mesmers exist in four ranks - minor, lesser, major and greater. Sandmen gain access to each of these ranks at a certain level. In addition, each Mesmer exists in one of two categories - time and mind. All Mesmers cost a certain quantity of "ticks", the resource used to power them. A minor Mesmer takes 1 tick, a lesser Mesmer takes 6, a major one 11, and a greater Mesmer consumes 16. A Sandman's number of ticks per day are equal to their Sandman level multiplied by their charisma modifier, and this supply is replenished after 8 hours of sleep, rest or meditation, as appropriate.

A Sandman may use more ticks than they possess, but there is a cost. For every Mesmer that takes them below or is cast when below 0 ticks, they must make a save - a fortitude save for Time Mesmers, and a will save for Mind Mesmers. If they fail the save against a Time Mesmer, time catches on to their bluff - albeit only briefly - and punishes them with 1d2 strength and dexterity damage. If they fail a save against a Mind Mesmer, some portion of their attempted mind-control backfires as their focus falters, dealing 1d2 intelligence and wisdom damage to the Sandman. The save DC is equal to 15+x, where x is the number of ticks they have fallen below 0 by after casting the Mesmer, divided by 5 (round up). For example, if a Mesmer brings them down to -14 ticks, the save DC would be 18. Additionally, the ability damage cannot be reduced to 0 by any means, including immunity. Additionally, ability damage sustained in this way cannot be healed in any way except for sleep.

The save DC against any Mesmer is 10+1/2 the Sandman's class level (round up)+their charisma modifier. So for example, any Mesmer cast by a 10th level Sandman with 18 charisma would be DC 19. All Mesmers use a focus - typically a pocket watch, but sometimes a suitable substitute is used instead (for instance, an hourglass on a chain). Casting a Mesmer is a standard action.

Sandman's Slumber (Ex): The most well-known ability in any hypnotist's repertoire is the capability to put one to sleep. As a standard action, once per encounter, a Sandman may make a bluff check (DC equal to the target's hit dice+10). If they succeed, the target must make a will save (DC equal to Mesmers) or fall asleep. This is a mind-affecting, compulsion effect which may affect any one creature with hit dice up to a maximum of the Sandman's class level plus their charisma modifier (for instance, a level 1 Sandman with 16 charisma may affect a creature with up to 4 hit dice). Like Mesmers, this ability requires a pocket watch or suitable substitute.

Two-Faced Liar (Ex): The ability to control thoughts to some extent, not to mention an intimate knowledge of the workings of most minds, gives Sandmen something of an unfair advantage in negotiations. From 2nd level on, a Sandman gains a bonus to Bluff, Disguise, Intimidate and Diplomacy equal to half their class level, rounded down.

Plucked From The Streams (Su): Any Sandman knows that in the end, they can only trust themselves. A good Sandman, however, realizes that this has unique implications for one of their profession. Once per day, as an immediate action, a Sandman of third level or higher may attempt a bluff check (DC 20). Should they succeed, they may redirect any melee attack, ranged attack or spell to another incarnation of themselves in a parallel timestream, suffering no ill effects themselves. While DMs may choose to make a player character the target for this ability used in another timestream, such arbitrary and random effects are often a poor idea.

Procrastination (Su): A moment wasted now is a moment saved later. Once per encounter, as a free action, a Sandman of 4th level or higher may forgo a move action, instead gaining a move action on their next round. From 10th level on, they may gain a standard action instead.

Trust Me (Su): Sometimes, two words are all it takes. The same words mixed with a generous portion of magic, however, tend to meet considerably more success. Twice per day, a Sandman of 5th level or higher may cast Suggestion as a spell-like ability (save DC of 13+charisma modifier)

Stitch In Time (Su): If at first you don't succeed - or meet some rather inconvenient success - try again. From 7th level on, a Sandman may rewind time by a moment or two to replay a crucial moment - hopefully with better results this time. Once per encounter, by expending a swift action, they may force a reroll on any saving throw, attack roll or skill check if they succeed at a bluff check (DC 20). however, the Sandman must accept the results of the second roll, for better or worse.

Borrowed Time (Su): Power can come from many sources. One often-neglected possibility is the future. From level 8 on, a Sandman may make a bluff check (DC 22) and expend a swift action to steal ticks from tommorow's supply. They may do this as many times as they wish per day (with a bluff check each time), up to a quarter of tommorow's ticks. This cap increases to half at 12th level. however, these ticks are subtracted from their supply the day after, and if the bluff check is failed, these ticks are simply lost and not available today or the day after.

Mind Over Matter (Ex): A Sandman's skill in hypnosis extends to themselves just as often as it does to others. From 9th level on, a Sandman may halve the amount of food and water they require through sheer willpower and self-hypnosis. Additionally, they recover their daily ticks after only 4 hours of rest/trance/sleep. Whenever the opportunity to take a break arises, Sandmen often compensate for this by eating and drinking considerably more than anyone would ordinarily consider, then sleeping for a day or two.

Deja Vu (Su): Sometimes, one instance of an event is simply not enough. At such a time, a Sandman of 13th level or higher may elect to use this ability in one of two ways. Firstly, they may force a will save (DC equal to Mesmers) upon a subject. If the save is failed, the target must spend their next round repeating the actions of their previous round. If this is no longer possible (for instance, the character has already used up all instances of a certain spell on a previous turn, or used a 1/day ability), they simply do nothing. This is a Mind-Affecting, Compulsion effect.

Alternatively, the Sandman may make a bluff check (DC 32) to reach back in time to their previous action, pulling apart a sliver of the results which then recreates itself in the current time, effectively copying their previous action. In this way, they may copy another action made this turn in every respect. Additionally, the action can still be performed even if the resources are no longer on hand. For example, a potion can be drunk twice. however, in any situation where resources still may be expended, double the amount is used. For example, if a spell from a wand is copied, it would use twice the amount of charges, and a copied Mesmer would consume twice the ticks.

The Sandman may only use one version of Deja Vu once per day, and either use of it is a swift action.

From Another Time (Su): In time, the Sandman learns to bring in other beings from separate timestreams, rather than restricting such capabilities to themselves. Once per day, as a swift action, a Sandman of 14th level or higher may make a bluff check (DC 36) to bring in a copy of one target within 50 ft. from another timestream. If the subject is unwilling, they are entitled to a will save (DC equal to Mesmers).

Should the save fail, a copy of the target is brought in. This copy is identical in all ways, save or the effects of any spells, poisons, diseases and the like, as well as having full hit points. Expended spell slots remain that way, and so on. The copied creature is completely loyal to the Sandman, as from a Dominate Monster spell. The copied creature vanishes after a duration of 1 round per 3 class levels, with no lasting effects or memories from their summoning, and anything they may have picked up during their stay is left behind. Likewise, all equipment belonging to them or lasting effects from spells and abilities used vanish with them.

If another Sandman is summoned using this ability, the better part their ticks are left in their own timestream. As a result, both Sandmen share the same pool of ticks, plus a quarter of the summoned Sandman's maximum ticks (which vanish at the end of the summoning, and are used first, much like temporary hit points).

Additionally, if a Sandman chooses to bring in a copy of anyone, any ability expended before the use of From Another Time remains expended, but after the copy is summoned, each has an individual charge. For instance, if Sandman's Slumber was used before From Another Time was used for a Sandman to copy themselves, neither Sandman would have it available. however, if it was not used, each Sandman would have one use remaining. Additionally, each Sandman may have only one visitor from an alternate timestream at any given time. For instance, Deja Vu may not be used in conjunction with this ability.

Any ability damage suffered by the overuse of Mesmers is dealt to both Sandmen. Additionally, spells and other abilities requiring an expensive material component (an actual, visible cost noted in the description) or the use of experience points cannot be performed by the summoned being.

Inescapable Eternity (Su): No one escapes time. Atleast, not unless a Sandman wishes it. Once per day, a Sandman of 15th level or higher may invoke this ability as a swift action, separating an area of time from the main timestream and accelerating it greatly. As a result, an area in the shape of an infinity symbol (typically 100 by 25 ft., but the exact specifications are up to the DM, and probably best written beforehand when the Sandman reaches level 15), centered upon the Sandman, is sealed off. Those outside it may not enter, and those inside, including the Sandman, may not leave by any means. Within this area, the Sandman and any number of targets are accelerated (as per the Mesmer) and gain fast healing 3, while all others are Slowed, as the spell. All Mesmers have their effect boosted by 1.5, where applicable.

This ability requires a bluff check (DC 35) to activate successfully, and lasts for one round per three Sandman levels. In addition, time exacts its toll on the Sandman once the ability's duration ends, exhausting them for the next hour.


Turn Back The Clock (Su): Sometimes, things just aren't going well. If matters take a turn for the unacceptable, once per day, a Sandman of 17th level or higher may expend a swift action to wind time back to their last round, negating all ticks spent, effects (both positive and negative) placed on characters, spells cast, spell slots expended, damage taken and so on in the intervening time. Those affected have full, unaltered memory of the cancelled round. For the ability to succeed, the Sandman must make a bluff check against a DC of 40.

Turn Back The Clock cannot be repeated in any way, including Deja Vu, From Another Time or other methods, until a suitable period of rest has passed. Additionally, its daily use is not recovered by Turn Back The Clock, from the player's Sandman or otherwise.

Cheat Death (Su): As it turns out, after one picks up a certain amount of experience, one personification of a world-governing force can be tricked much like another. Once per day, as a free action, when a Sandman of 18th level or higher would be sent below 0 hit points (even if this would ordinarily kill them outright by reducing them to -10 hit points or less), they may attempt a Bluff check (DC 40) to talk Death itself into letting them live. If they succeed, this returns them to conciousness with remaining hit points equal to four times their charisma modifier.

My Will Be Done (Su): Sometimes, there really is no space for fate, chance, luck or any such tiresome nonsense to intervene. Any interference would be far too inconvenient. As such, once per day, as a free action, a Sandman of 19th level or higher may force their will upon reality, causing a check, save or roll to automatically critically succeed, or imposing a -15 penalty on any one skill check, saving throw, attack roll or ability check within a range of 100 feet, centred on the Sandman (no save).

Beyond the Streams (Ex): At 20th level, a Sandman becomes... something else. They rise above such petty concerns as time and aging, moving beyond it. The Sandman no longer ages unless they wish it, and no longer acquire penalties for aging, though bonuses continue to accrue. The Sandman will not die of old age, and becomes immune to poisons and diseases (they may simply halt its progress). They may, however, still be affected by anything with the [aging] descriptor. As a side-effect of this, a Sandman's pupils often turns to hourglasses.





Sidebar: The [aging] descriptor

Several Sandman Mesmers, and possibly some other class features, possess the [aging] descriptor. An example of this might be a Mesmer that causes the target to age by thousands of years at once, turning them into a small heap of dust. While constructs are not immune to this descriptor (they can still rust and crumble), outsiders and other immortals are. The exact details of what is immune to this and what is not, however, is ultimately the DM's jurisdiction, and should be decided on a case-by-case basis.

Cogwheel
2009-10-05, 10:26 AM
Minor Mesmers

Hypnotism
Category: Mind

As the spell Hypnotism

Time Heals All Wounds
Category: Time
Duration: 1 round/class level
Range: Touch
Saving Throw: None

By touching a single living being, the Sandman may accelerate their natural healing, granting them fast healing 1 for the duration of the Mesmer.

Ravages of Time [Aging]
Category: Time
Duration: Instantaneous
Range: 30 ft.
Saving Throw: Fort half

As the passage of time heals, so too can it destroy. The Sandman accelerates the target's decay - bones crumble, bodies rot, steel rusts and so on, dealing 1d6 damage per class level to the target (max 5d6)

Sandman's Best Friend [Mind-affecting] [Compulsion]
Category: Mind
Duration: 1 minute/level
Range: 30 ft.
Saving Throw: Will negates

With a few well-placed words and gestures, the Sandman may place a being under their spell for a short time, making an ally of them for the duration of the Mesmer, as the Charm Person spell.

Fear no Blade [Mind-affecting]
Category: Mind
Duration: 1 round/level
Range: touch
Saving Throw: None

With proper conditioning, the mind may shut off some higher functions entirely. One of these includes the ability to sense pain. While under the effects of this Mesmer, the subject is immune to all effects with the [Pain] descriptor, and gains DR 1/-

Invigorate [Mind-affecting]
Category: Mind
Duration: 1 hour/level
Range: Touch
Saving Throw: None

Fatigue, as any Sandman will show you if they find it convenient, is merely an illusion presented by the mind. So too will physical difficulties fade quickly, when faced with true determination. While under the effects of this Mesmer, the target takes twice as long to become fatigued, and recieves a +2 bonus to climb, balance, swim and tumble.

Cripple [Aging]
Category: Time
Duration: 1 round/level
Range: 30 ft.
Saving Throw: Fort negates

The Cripple Mesmer, like many of the Sandman's more directly harmful Mesmers, act by advancing the target's age, though in a manner less direct than some. But then, subtlety is the lifeblood of every Sandman. The Cripple Mesmer grants the subject a -2 penalty to strength, dexterity and constitution for the Mesmer's duration

Lesser Mesmers

Glimpse of Agony [Mind-Affecting]
Category: Mind
Duration: 1 round/level
Range: 50 ft.
Save: Will negates

The skilled hypnotist is capable of invoking all manner of emotions and sensations in their subject. One of these is pain. The Sandman may, using this Mesmer, reduce their subject to an agonized wreck, bestowing a -6 penalty on all skill checks, attack rolls and ability checks, and requiring a concentration check (DC 20) for any spells to be cast by the subject during the Mesmer's duration.

Stasis
Category: Time
Duration: 2 rounds
Range: Self
Save: None

By invoking this Mesmer, the Sandman removes themselves from the timestream, rendering themselves incapable of doing anything but observing events in the intervening period, and also impossible to harm. They return to their previous position at the end of the Mesmer's duration.

Decompose
Category: Time
Duration: Instantaneous
Range: 50 ft.
Save: Special

The Sandman accelerates the passage of time for a single object, or for multiple inanimate objects in an area. Glass disintegrates, steel rusts, leather and wood rots, and so on. This Mesmer acts like the Shatter spell, with two exceptions. It may affect all objects weighing up to 3 pounds per Sandman level, or one object with a weight of up to 15 pounds per Sandman level.

Halt
Category: Time
Duration: Special
Range: 50 ft.
Save: Will Negates

As far as time is concerned, an eye for an eye is fair trade. Were most Sandmen of a sporting nature, this might have remained the case, but instead, like all their Mesmers, the Halt Mesmer provides an unfair advantage. The Sandman freezes their target in the timestream, robbing them of their next round. They are not helpless or stunned, simply unable to act. After this Mesmer is used, each subsequent time it is used in the same encounter gives its victim a +5 save bonus.

The Best Medicine [Mind-affecting] [Compulsion]
Category: Mind
Duration: 1 round/4 levels
Range: 30 ft.
Save: Will negates

As the Sandman may create pain in one's mind, so too can they invoke joy. The subject becomes wracked with laughter, turning completely helpless for the duration of the spell, as per a Hideous Laughter spell.

Snow, Rain Or Gloom Of Night [Mind-affecting]
Category: Mind
Duration: 1 minute/level
Range: Touch
Save: None

With the application of suitable willpower, a raging firestorm or blizzard can become nothing more than a minor inconvenience. Those under the effect of this Mesmer gain 15 resistance to fire, electricity, cold and acid damage for the duration of the spell.

Death Comes To Us All [Aging]
Category: Time
Duration: Instantaneous
Range: 50 ft.
Area: 20-ft.-radius spread
Save: Fort halves

Another of the Sandman's rather more drastic Mesmers, this is one of a select few capable of affecting an area, allowing the swift passage of time to suck the life out of each of its targets. The Mesmer deals 1d6 damage per two class levels (maximum 5d6) damage to all targets caught within its area, and deals 4 temporary strength and dexterity damage, as well as 2 constitution damage.

Mass Hypnosis [Mind-affecting] [Compulsion]
Category: Mind
Duration: 1 round/level
Range: 30 ft.
Area: 50-ft.-radius burst
Save: Will negates

With a single Mesmer, the Sandman may place a great number of beings under their spell, halting them in their tracks. Those within the Mesmer's area must succeed at a will save at a -4 penalty or be dazed for the Mesmer's duration. Upon breaking free from the Mesmer's effects, those who failed their saves have no memory of anything that has occured during the Mesmer's duration.

Waking Nightmare [Mind-affecting] [Compulsion]
Category: Mind
Duration: 1 round/level
Range: 30 ft.
Area: 50-ft.-radius burst
Save: Will negates

An enemy divided is an enemy conquered. An enemy cowering in corners and gibbering incoherently in horror, as any tactician would know, presents an even easier target. Those who fail their will save against this Mesmer will either stand in place, paralyzed in fear, or flee as quickly as possible from the Sandman (equal chance). In addition, should they be forced to fight, they suffer a -4 morale penalty to attack rolls and a -2 morale penalty to Armour Class.

Accelerate/Decelerate
Category: Time
Duration: 1 round/level
Range: Touch
Save: Will negates

This Mesmer embodies the core principle which forms the heart of almost every other time-based Mesmer the Sandman makes use of. This Mesmer may slow the target (As the Slow spell, but with all -1 penalties changed to -3), or hasten them, granting the target +2 to attack rolls, a +3 dodge bonus to armour class and an extra partial action per round.

Dementia [Mind-affecting] [Compulsion]
Category: Mind
Duration: 1 round/level
Range: 50 ft.
Area: 10-ft.-burst
Save: Will negates

In much the same way that it is easier to saw a table in half than it is to create one, a mind, to a Sandman, is far more easily disabled in its entirety than it is tinkered with. By using this Mesmer, the Sandman may madden all those within the Mesmer's area who fail their will save, as per the Confusion spell.

Major Mesmers

Dust to Dust [Aging]
Category: Time
Duration: Instantaneous
Range: 50 ft.
Save: Fort halves

Perhaps one of the more visibly impressive Mesmers in a Sandman's disposal, Dust to Dust targets a single being or inanimate object and causes them to go age by thousands of years instantaneously, reducing them to little more than a few motes of dust, as the disintegrate spell (though only in this respect). A creature killed by the Dust to Dust Mesmer cannot be resurrected, as they have died from old age.

Lockdown [Mind-affecting]
Category: Mind
Duration: 1 minute/level
Range: 50ft.
Save: Will negates

Just as they may activate parts of the mind, a Sandman can cripple a mind, reducing their victim to a stuttering fool. The target must succeed at a will save or take a -10 penalty to intelligence, wisdom and charisma, and rendering them incapable of casting spells or speaking for the spell's duration.

The Whole Truth [Mind-affecting] [Compulsion]
Category: Mind
Duration: 1 minute/level
Range: 100 ft.
Area: 100 ft. radius burst
Save: Will negates (but see below)

A favourite standby of many lawful Sandmen, this Mesmer forces all but the Sandman within it to be forced to answer any question asked of them truthfully, preventing them not only from lying but also from misdirection, and compelling them to offer all they know, as well as any additional information they deem relevant. While a successful will save will spare one from the Mesmer's effects, the Sandman can immediately sense whether or not the one they speak to is under the Mesmer's effects or not.

The Greatest Healer
Category: Time
Duration: 1 round/level
Range: Touch
Save: None

A more powerful version of a previous Mesmer, this Mesmer allows the Sandman to confer a great deal of healing capabilities upon their target, granting them Regeneration 5/Fire and Acid for the duration of the spell. Note that this regeneration does not allow for limbs to be reattached.

Fortress of the Mind [Mind-affecting]
Category: Mind
Duration: 1 minute/level
Range: Touch
Save: Will negates

A Sandman may easily override another's mind without compromising the subject's control over themselves. Instead, they may simply elect to keep out any unwanted influences, warding the off completely. While under the effects of this Mesmer, the subject's thoughts can easily be read by the Sandman, while keeping them immune to mind-affecting abilities and spells, as well as making them impossible to contact by telepathy. The Sandman chooses what may affect the subject, who is given a -3 penalty when saving against any of the Sandman's abilities.

Knowledge is Power [Mind-affecting]
Category: Mind
Duration: 1 round/level
Range: Touch
Save: None

As knowledge can grant power, so may sugar-coated lies. While overconfidence may prove dangerous at times, it may also grant a great deal of strength when needed. A Sandman may invoke absolute confidence in one's own abilities, whether in themselves or in another, granting them a +2 morale bonus to AC and attack rolls, +2d6 damage to all physical attacks and a +3 morale bonus to all saving throws, ability checks and skill checks.

Consign to Dreams [Mind-affecting]
Category: Mind
Duration: 1 round/level
Range: 30 ft.
Save: Will negates

With a snap of their fingers, a suitably experienced Sandman can place their victim in a deep coma for the duration of this Mesmer, paralyzed and unresponding to the outside world, ignorant of all that occurs around them. During the Mesmer's duration, the target is unconcious, but remains in place, completely paralyzed.

Glimpse of Times To Come
Category: Time
Duration: Instantaneous
Range: Self
Save: None

Wisdom and knowledge come hand in hand with time and age. Unfortunately, many Sandmen lack the patience to wait for such things, and as such they fall back on this Mesmer. The Sandman may ask a single question and glimpse into the future to see the answer, but only if their future self would have seen it. If events may alter the answer, the Sandman is incapable of recieving an answer, and regains the ticks spent. Additionally, the Sandman may use this Mesmer to gain knowledge from their future self, gaining a bonus of +20 on their next knowledge check, which they make as though trained in it.

Ignorance is Bliss
Category: Mind
Duration: 1 minute/level
Range: 50 ft.
Saving Thriw: Will negates

One of a Sandman's greatest weaknesses is that which cannot be swayed. Golems, for instance, or the undead. This Mesmer grants any being a cursory intelligence, if they lack sentience - nothing more than a vague intellect, at the level of an animal (2 intelligence) - and, more importantly, a mindset less alien to them for the Mesmer's duration. The practical effect of all this is that the target is stripped of any immunity to the mind-affecting descriptor and the like that they might possess, as well as being bestowed a -4 penalty on all will saves against the Sandman's abilities - a mind given by the Sandman is easily infiltrated, in much the same way that one is most skilled at breaking into their own house.

Harsh Reality [Mind-affecting]
Category: Mind
Duration: 1 minute/level
Range: 30 ft.
Save: Will negates
The truth is often more than a mind can bear. As such, every consciousness erects a barrier between itself and reality, only allowing thoughts to enter through a fine filter. A Sandman has no use for such petty restrictions.. in others, at any rate. This Mesmer removes the barriers and grants its victims the "gift" of truth and enlightenment - a dangerously high dose of each. The victim enters a state of pseudo-madness for a short period, taking a -6 penalty to attack rolls, all skill checks not tied to intelligence, damage rolls and ability checks, as well as suffering 4 wisdom damage, which is restored at the end of the Mesmer's duration.

Enlightenment, however, is not without its benefits, and the subject gains a +6 insight bonus to intelligence for the Mesmer's duration, as well as a +4 bonus to intelligence-based skill checks - likely a boon which they wish they had not recieved.

Greater Mesmers


All Things End In Time
Category: Time
Duration: Permanent
Range: Touch
Save: Will negates

One of the most powerful tools at the Sandman's disposal, this Mesmer banishes its victim to a fault in time - the gap between every moment, the imperceptible crack between now and then. Once sent to this place, there is no way to return from it, save for outside intervention. While one cannot leave the gap in time, another may open a gate into it, leading the prisoner out. Within this place, there is no need for food, water or sleep, and one my survive indefinitely.

Time Stands Still
Category: Time
Duration: 2 rounds
Range: Self
Save: None

With this Mesmer, the Sandman may halt the flow of time itself, leaving themselves and, if they so choose, one other being within 30 ft. of them, as the only active ones in the frozen timestream. During the Mesmer's duration, the Sandman and any who accompany them may act normally, as they would when not under the Mesmer's effects. This Mesmer may not be used again until atleast 3 rounds have passed since the end of its duration.

Submit to My Will
Category: Mind
Range: Touch

As Dominate Monster, except for the differences listed here.

Delusions of Grandeur
Category: Mind
Duration: 1 minute/level
Range: Touch
Save: None

Using this Mesmer, a Sandman may inspire absolute confidence, heroism and power in their target. For the duration of the Mesmer, the target gains a +5 morale bonus to attack rolls, saving throws, ability checks, skill checks and AC, +4d6 to damage, immunity to fear and pain, and DR 10/-. Additionally, the target gains an extra partial action.

Breakdown [Mind-affecting] [Compulsion]
Category: Mind
Duration: 1 round/5 caster levels
Range: 30 ft.
Save: Will negates

Sandmen toy with minds on a daily basis, yet at times such idle manipulation is insufficient, like attempting to hammer a nail in using only a scalpel. Using this Mesmer, the Sandman may completely disassemble the mind of one target, causing it to collapse upon itself. The target gains +8 strength, +3 attack bonus, an extra standard action each round and an immunity to any further mind-affecting effects, but takes a -6 penalty to AC.

Additionally, all spells they cast are Empowered. The target will not harm the Sandman or any within 20 feet of the Sandman, but otherwise goes on a berserk rampage, seeking to do as much harm as possible to those around them, undiscriminating between friend or foe, with no regard for their own safety.

Those under the effects of the Breakdown Mesmer will not, for instance, choose to fight defensively or cast a spell to empower themselves, let alone a healing spell. Given the choice between destroying one victim and harming many, they will choose the latter - a sorceror affected by this Mesmer, for instance, might cast Fireball over Finger of Death. At the end of the Mesmer's duration, the victim's mind is utterly destroyed and they collapse in place, dead and still.


End of Times
Category: Time
Duration: 1 round/level
Range: 50 ft.
Area: 30 ft. burst
Save: Special (see text)

See Sidebar.

As If They Never Were
Category: Time
Duration: Instantaneous
Range: Touch
Save: Will negates

This Mesmer is one of the Sandman's growing arsenal of methods with which to destroy those they find troublesome, dangerous or merely irritating. With a single well-phrased suggestion to time, the Sandman may wipe one target from the timestream completely. They may not be resurrected in any way, and barring the Sandman themselves, as well as any number of beings they choose to exclude from this effect, all those in this timestream forget their existence completely. Those who witnessed the Mesmer taking place, however, are allowed a will save. If they succeed, they may retain their memories of the victim.

All items carried or worn by the victim may either vanish with them or remain, as the Sandman wishes. however, if they remain, the victim gains a +2 bonus to their saving throw, and any onlookers gain a +5 bonus to their will save. Additionally, any effects remaining in place (spells, poisons and the like), as well as damage caused by the victim in the last 2 rounds are retroactively cancelled.

--------------------------------------------------------------------------


Sidebar: End of Times

By using this Mesmer, the Sandman takes - in a move uncharacteristically lacking in subtlety- time itself from the targeted area and tears it away, leaving reality flapping like a loose sheet in the Mesmer's wake. At the beginning of each round, roll 1d10 for every creature caught within the Mesmer's area, taking the corresponding effect from the list below. Once this is done, the Sandman may distribute these effects to the targets of their choice. however, each potential target must recieve atleast one effect. Each of these effects last for only one round, unless otherwise noted.

{table=head]Roll number|Effect
1|Accelerate (as the Mesmer)
2|Halt (As the Mester)
3|Regeneration 10/-
4|Imprisonment (As the spell, lasts for the Mesmer's duration)
5|Slow (As the spell)
6|15d6 damage [Aging]
7|10 constitution damage (for the Mesmer's duration*) [Aging]
8|The target vanishes (as the Stasis Mesmer) and reappears 1d4 rounds later
9|The target must make every roll twice, choosing the worse result
10|The target must make every roll twice, choosing the better result
[/table]*If the constitution damage kills the victim, they do not recover.

Cogwheel
2009-10-05, 10:27 AM
Feats


Pain Is An Illusion [Sandman]
In the Sandman's eyes, the mind's emotions and signals are like a guard dog - useful at times, to be sure, but best kept under a tight leash. While pain is a useful tool and warning at times, in battle, it is an inconvenience, and a Sandman has no time for inconveniences.
Prerequisites: The ability to cast Mesmers.
Benefits: The Sandman gains DR 1/-

Untouched By The Ages [Sandman]
Much like pain, a Sandman has little time for weakneses of the body. One is meant to be above such things. All that is required is willpower and, perhaps, a well-placed word or two.
Prerequisites: The ability to cast Lesser Mesmers, Pain Is An Illusion
Benefits: All strength, dexterity and constitution damage and drain taken by the Sandman (including from class features), but not penalties, are reduced by 1 (minimum 1)

My Mind Is As Steel [Sandman]
Weaknesses of the mind are, perhaps, the most easily purged. An iron will and an unshakable focus is required for this - fortunately, any good Sandman has both in abundance.
Prerequisites: The ability to cast Lesser Mesmers, Pain Is An Illusion
Benefits: All intelligence, wisdom and charisma damage and drain taken by the Sandman (including from class features), but not penalties, are reduced by 1 (minimum 1)

Tick Tock [Sandman]
As time passes - a great deal of it warped to the Sandman's whims - it becomes easier to ignore the limitations presented by one's finite resources. In the end, it is nothing more than one of the profession's core beliefs - when time and a Sandman conflict, it is time that should bend.
Prerequisites: The ability to cast Major Mesmers, Pain Is An Illusion, My Mind Is As Steel, Untouched By The Ages
Benefits: The tick cost for all Mesmers is reduced by 3 (minimum 1)

Walker of the Sands [Sandman]
Speed is a function of time. Time is a function of the Sandman's will.
Prerequisites: The ability to cast Minor Mesmers
Benefits: All those chosen within 30 ft. of the Sandman have their movement speed reduced by 5' (no save), while all others, including the Sandman, have their movement speed raised by 5'.

Time Marches On[Sandman]
There are those - ghosts, demons, angels and others - who would seek to evade the toll that time takes. Understandably, a great deal of Sandmen are proessionally offended by this, and some are even capable of correcting it.
Prerequisites: The ability to cast Major Mesmers, Cha 15+
Benefits: Anyone normally immune to the [aging] descriptor instead suffers half the effect, where applicable.

Time Waits For One Man [Sandman]
Typically, a Sandman is not one for combat. If the situation calls for it, however, a more leisurely passage of time can work wonders for one's aim.
Prerequisites: The ability to cast Minor Mesmers, Cha 13+
Benefits: A Sandman may replace their strength modifier with their charisma modifier for the purpose of melee attack rolls.

Sound Sleeper [Sandman]
One of the first tricks a Sandman learns is to cause one to drift into the realm of sleep. Steel can prove instrumental in providing a more permanent variety of sleep, as time warps the Sandman's enemies with every strike.
Prerequisites: The ability to cast Minor Mesmers, Cha 13+
Benefits: The Sandman may replace their strength modifier with their charisma modifier for the purpose of melee damage rolls.

--------------------------------------------------------------------------
Magic Items

Bag of Slumber
This small leather pouch, filled to the brim with sand, has a small image of a closed eye stitched into it in golden thread.
One of the tools of any Sandman's trade, by taking a pinch of the ever-regenerating supply of sand within the pouch and sprinkling it around, anyone may cast Sleep once per day, as the spell. In the hands of a Sandman, the bag also grants a +2 bonus to bluff checks and the save DC for the Sandman's Slumber ability.
Faint Enchantment; CL 1st; Craft Wondrous Item; Sleep; 400 gold


Bag of Slumber, Greater
This brown leather pouch is practically overflowing with golden sand, and even looking at it makes you feel drowsy.
As a Bag of Slumber, but replace Sleep with Deep Slumber, and raise the bonuses to 5.
Moderate Enchantment; CL 5th; Craft Wondrous Item; Deep Slumber; 2000 gold

Sandman's Pendulum
A length of steel, painted the colour of brass, terminates in an enormous pendulum of the same material and colour, sharp as a razor. On it is an image of a clock.
This +1 aging greataxe grants automatic proficiency to any sandman wielding it. In addition, once per day, when this weapon damages an enemy, the Sandman may instead choose to forgo all damage in favour of a Charm Monster spell on the target they hit (DC 20).
Moderate Enchantment, mild Transmutation; CL 8th; Craft Magic Arms and Armour; Charm Monster or Sandman's Best Friend, Ravages of Time; 20000 gp

Clockwork Battle Shell
Resembling plate armour in some ways, this is less a suit of armour than a machine, with pipes and gears exposed to the air, constantly ticking away and emitting bursts of steam.
This suit of +2 Full Plate has a maximum dexterity bonus of +2 and an armour check penalty of 5, as the self-powering nature of the armour allows for somewhat more fluid movement. In addition, it grants the wearer DR 2/- and behaves as though they are one size category larger, as from the Powerful Build ability, additionally gaining a +2 size modifier to strength.
If the wearer is a Sandman, they gain 10 additional ticks to use per day, and any mundane manufactured weapon that strikes them must make a fortitude save (DC 20) or instantly corrode, rot or crumble beyond any use, dealing no damage.
Additionally, the Clockwork Battle Shell bestows a -8 penalty on all Move Silently checks and a -3 penalty to hide checks made by the wearer - the armour's constant ticking and occasional bursts of steam are not conductive to stealth.
Strong Transmutation; CL 15th; Craft Magic Arms and Armour; Decompose, Knowledge is Power; 60,000 gold

Special: The Clockwork Battle Shell requires a Craft (Clockmaking) check at DC 30 to be created, along with the spells.

Sidebar: the Aging enchantment

Aging
An Aging weapon is blessed - or cursed, depending on one's point of view - with power over time itself. Such a weapon always seems somewhat older than it is in reality. When an Aging weapon strikes an enemy, it may accelerate the process of decay in them, dealing 1d6 damage to them (no save) or alternatively, it may age and weaken them, dealing 1 strength, constitution or dexterity damage to them (fort negates, DC 15). Either effect carries the [aging] descriptor. Bows, crossbows and slings so enchanted bestow their enchantment upon their ammunition.

Faint Transmutation [aging]; CL 1st; Craft Magic Arms and Armour; Ravages of Time; price +2 bonus

The Neoclassic
2009-10-05, 10:30 AM
.... :smalleek: I haven't seen you in YEARS. Welcome back! :smallbiggrin: (Oh, you won't recognize my new name- this is the person formerly known as Queenfange :smalltongue:).

I think you messed up on the third line of your table formatting (Two-Faced Liar should be under "Special" not "Will Save"). Showing what sorts of mesmers and how many ticks they have access too at each level would also be a useful addition.

Their fluff is fairly solid.

Good Fort but not good Ref? I'm curious as to why. Also, I'd give them 6 + Int modifier for skills.

Did you finish the mesmers, actually? I don't see them listed. The other class abilities look good though. My Will Be Done is cool, but you might want to be a bit more specific- could they use the penalty on any check or attack or anything by any enemy (no restrictions on distance, who they're interacting with, etc)?

EDIT: Ninja'd. I see you just reserved a post for mesmers.

Cogwheel
2009-10-05, 10:31 AM
So! That's it. It's unfinished, I know, but I'm out of ideas for the moment. Ideally, I would like to have about 30 different Mesmers (though more are welcome, ofcourse. The more the merrier and all that), and a class feature or upgrade to one, however minor, at every level, if only to keep things interesting. Once all that is sorted out, I plan to make feats, but no, I'm never making a PrC, though I'll gladly take any that are made for the class.

In any case, here it is. Any ideas for class features/Mesmers/feats would be appreciated (I'll post some Mesmers soon. I have the ideas, but no time just yet). I'm sure the balance is rather shot on this class, so any constructive criticism/vitriol is welcome too. Basically, I'll gladly take any help that is offered, or just opinions.

Lastly, I apologize for ripping the title from half-life 2. The quote didn't leave me any choice.

Cogwheel
2009-10-05, 10:40 AM
.... :smalleek: I haven't seen you in YEARS. Welcome back! :smallbiggrin: (Oh, you won't recognize my new name- this is the person formerly known as Queenfange :smalltongue:).

I think you messed up on the third line of your table formatting (Two-Faced Liar should be under "Special" not "Will Save"). Showing what sorts of mesmers and how many ticks they have access too at each level would also be a useful addition.

Their fluff is fairly solid.

Good Fort but not good Ref? I'm curious as to why. Also, I'd give them 6 + Int modifier for skills.

Did you finish the mesmers, actually? I don't see them listed. The other class abilities look good though. My Will Be Done is cool, but you might want to be a bit more specific- could they use the penalty on any check or attack or anything by any enemy (no restrictions on distance, who they're interacting with, etc)?

EDIT: Ninja'd. I see you just reserved a post for mesmers.

...Well. I've got to admit, I did not expect anyone to be fast enough to reply even before my fourth post. That person being you? Even less expected. Anyway, I'm alive, as you can see, just very busy and kinda left this site. Up until now, at any rate. I'll explain in a PM later.

As to your questions... I'll fix Two-Faced Liar soon. Thanks. The Fortitude is partly so that failing a save for a Time Mesmer isn't any worse than for a Mind one, and partly because you have to be fairly tough to deal with the occasional temporal backlash. The only reason they don't have a good reflex save is because giving them all good saves would be overpowered.

As for My Will Be Done, it can be applied to basically anything. As for a range, though, I don't know. A 50 ft. radius centered on the Sandman?

Lastly, the Mesmers and ticks at any given level. That's something for an example character, I think. I'll definitely get to work on it, just as soon as I actually have the class finished (or mostly finished). Thanks again!

drakir_nosslin
2009-10-05, 11:20 AM
Interesting, I'm looking forward to see what you have in mind for the mesmers...

Until then, Sandman's Slumber, did you forget to add the ability or to remove the name from the table?

Cogwheel
2009-10-05, 12:06 PM
Interesting, I'm looking forward to see what you have in mind for the mesmers...

Until then, Sandman's Slumber, did you forget to add the ability or to remove the name from the table?

Forgot to add it. Also, I'll be adding another thing I forgot to write in. All Sandman Mesmers use a pocket watch (or a suitable substitute) as a focus, in much the same way that clerics use holy symbols. So yes, writing that in, then writing up some Mesmers. Thanks for noticing ^_^

Djinn_in_Tonic
2009-10-05, 12:10 PM
...
...
COG?!?!?!

Wonderful to see you, good sir! I don't remember if you know me well as Djinn_in_Tonic, but I know you remember me as Gideon, right? How have you been?

That said, I've got some stuff to do right now, but I'll give this a more through appraisal sometime later today.

Cogwheel
2009-10-05, 12:18 PM
Djinn/Gid: Yes, I remember you. I've just been far too busy to get on GitP in the last... far too long, anyway. Too busy to be on Plothook most of the time, come to that. I'll PM you soon.

Drakir: Sandman's Slumber has been edited in. The Sleep spell's got nothing on Sandmen.

To everyone else: Mesmers will be edited in shortly. I have a PM to send.

Cogwheel
2009-10-05, 01:28 PM
Posted 11 Minor/Lesser Mesmers. More to come tommorow. Again, along witha critique of the class (always welcome), please contribute any ideas you might have for feats/Mesmers/class features/whatever else. I doubt I'll be able to come up with a full list of class features without help, let alone Mesmers.

Oh, and My Will Be Done is getting edited immediately after this post to be more specific.

Edit: Fixed. Excuse me while I shamble over to bed and collapse, as it's 3:30 AM here. More Mesmers will be posted tommorow.

Cogwheel
2009-10-05, 10:34 PM
Edited 13 more Mesmers in, and more are on the way. Still space for ideas, though, especially concerning new class features.

Edit: Four new Mesmers have been posted, and Halt has been fixed to prevent stun-locking. The current amount of Mesmers is at 28. We need a couple more (especially Greater Mesmers, as there are only four of those), and four more class features. Any ideas are more than welcome.

Cogwheel
2009-10-06, 11:15 AM
At the risk of posting entirely too many times, I've added 5 new class features (all 20 levels now have something), already fixed one of them slightly, and added 5 Mesmers as well, bringing the total to 33.

The rest of the plan is basically this: Fix any number of grievous balancing errors that get pointed out to me (they're there, I'm sure) and add any Mesmers that either I or any charitable poster happen to come up with. Mostly, though, the priority is now on fixing any mistakes and coming up with feats (which I'll start on tommorow). As it stands, the class is ready to play.

Incidentally, if I run out of feat/Mesmer ideas, that's not the end of it. I still have a magic item or two up my sleeve, plus that example sheet I promised. I still doubt that the PrCs are going to happen (I'm lazy), but feel free to post any ideas. I could even take a vague idea and do the rest of the work myself, if that would be easier.

Anyway, that's it for now. Cog will return to your regularly scheduled silence shortly.

industrious
2009-10-06, 11:52 AM
I love this class. Next game I'm in, I'll try to play one. That being said, do all Sandmen know all the mesmers that they can, or is there a certain amount that one can know?

As for equipment, perhaps have various magical watches/hourglasses to give bonuses to Sandmen abilities.

Cogwheel
2009-10-06, 12:05 PM
I love this class. Next game I'm in, I'll try to play one. That being said, do all Sandmen know all the mesmers that they can, or is there a certain amount that one can know?

As for equipment, perhaps have various magical watches/hourglasses to give bonuses to Sandmen abilities.

Why thank you :smallbiggrin: You may want to wait until a little more balancing/feat creation is done, though. And yes, Sandmen know all their Mesmers.

Thanks for the idea on equipment. Not what I had in mind (I was thinking more along the lines of an hourglass dire flail [not actually fragile. Thanks, magic] and clockwork platemail), but that works well too. In any case, it'll probably wait until after the feats, but thanks for the idea. Now if only I could come up with something more hypnotism-oriented and less to do with time for once...

industrious
2009-10-06, 01:39 PM
Idea for a series of equipment inspired by the Nightside. Don't know about pricing, though.

Traveler's Watch, Lesser- This nondescript pocket watch is made of faded steel. A Sandman may spend six ticks to activate an effect similar to a teleport spell. The watch itself contains six ticks, which can only be used for this effect. This tick is renewed 24 hours after it is used

Traveler's Watch- In addition to the Lesser Watch's abilities, this watch can also be used to activate a plane shift or a greater teleport effect at the cost of eleven ticks. The watch contains eleven ticks.

Traveler's Watch, Greater-This finely crafted watch is decorated in an intricate pattern based on the stars. Holding twenty ticks, it can be used to produce a Time Stop effect at the cost of twenty ticks.

Additionally, Sandman's Slumber might be overpowered. At 1st level, I drew up a character that has a +10 to bluff, and so can basically put anything to sleep under 4HD. Perhaps make it against Will/Fort Saves?

FrostBringer
2009-10-06, 03:44 PM
Additionally, Sandman's Slumber might be overpowered. At 1st level, I drew up a character that has a +10 to bluff, and so can basically put anything to sleep under 4HD. Perhaps make it against Will/Fort Saves?

Well, isn't just about EVERYTHING immune to sleep effects? Or is that just me?

Cogwheel
2009-10-06, 10:31 PM
Well, isn't just about EVERYTHING immune to sleep effects? Or is that just me?

Exactly. Constructs, undead, elves, dragons.. all kinds of things. Plus, if you read the fine print, you'll see that even after a successful bluff check (Mesmer DC, I'll edit that in). All in all, while it is meant to be a mainstay ability for them, it's hardly overpowered. That said, I can see why it set off some alarms.

Incidentally, there's now a major Mesmer to deal with immunity to all things mind-affecting. I'm not putting in the equivelant for aging (maybe as a feat), mind, but this seemed fair. After all, rogues have feats to let them sneak attack constructs and such, so it seemed fair enough. Feel free to rip that idea apart if it was a bad move >_>

Lastly, thanks for the traveler's watches. Excellent idea. That said, I have no idea how to price them either.. That's best left to someone else, I guess.

industrious
2009-10-07, 11:23 AM
For the lesser watch, I'm thinking about 36000 (based on the boots of teleportation, lower because it effectively has only one charge per day).

Normal watch is about 125000(based on a medallion of plane shift)

Greater watch, therefore, should be approximately 200,000.

Cogwheel
2009-10-07, 12:14 PM
The watches seem a tad overpriced as they are... think about it. At level 10, you have 49,000 gp. Would you spend 36,000 of that for teleport - a 5th level spell - once per day, and possibly a couple more times at your expense? Doesn't seem worth it. Can't be as sure about other watches, as it's been a long time since I played at such high levels.

Also: Feats have been posted. 8 of them. I'm now going to post a Mesmer and four magic items (the latter under the feat section).

Cogwheel
2009-10-07, 02:08 PM
Four magic items and one Mesmer, as promised, have been posted. Steam-powered clockwork power armour and a greataxe - standard caster fare, really. Oh, and a Mesmer that turns enlightenment into a weapon. I think that's about it for things I'll be making for the base class.

Also? I'm breaking that one promise I made, and getting to work on a PrC. however, it may take a while. It'll probably be 5 levels, but I promise nothing. For now, you get to know as much as I know, that being a name: The Somnomancer.

Oh, and feel free to suggest any additional material. A critique of what I've already written is also sorely needed.

-Cog

industrious
2009-10-07, 02:28 PM
Good point. Maybe about 15K.

The other watches, then should get reduced to 60K and 120K, respectively. Since they're dependent on a class ability, they should get a reduced price. The greater watch is still expensive because a 1/day gate has massive potential for abuse.

The Aging enchantment is overpowered. 1d6 untyped energy damage OR ability score damage? At least +2, maybe +3.


The two feats that reduce ability score damage are too powerful outside of class features. Having the feats reduce damage by one, to a minimum of one would help balance it.

The enlightenment mesmer also confers no benefits. +6 Intelligence (+3 to the modifier) is useless when one has a -6 penalty to skill and ability checks. I suggest that the +6 be raised to at least a +14 to give Intelligence-based checks an improvement.

The Dark Fiddler
2009-10-07, 07:15 PM
Haven't looked through it with a fine-toothed comb (good thing too, because I wouldn't be able to tell between under-powered, balanced, and over-powered if it smacked me in the face with a giant hammer), but it seems good. I really like the flavor as well.

But I'm a bit disappointed. I saw 'Mr. Sandman" and I was really expecting... something else. (http://punchout.wikia.com/wiki/Mr._Sandman)

Cogwheel
2009-10-07, 11:45 PM
Haven't looked through it with a fine-toothed comb (good thing too, because I wouldn't be able to tell between under-powered, balanced, and over-powered if it smacked me in the face with a giant hammer), but it seems good. I really like the flavor as well.

But I'm a bit disappointed. I saw 'Mr. Sandman" and I was really expecting... something else. (http://punchout.wikia.com/wiki/Mr._Sandman)

Sorry to disappoint >_> Never even heard of that version, I just picked something that would fit for.. well, not hypnosis, I guess, as much as manipulating time and putting people to sleep. Anyway, thank you. I'm still not sure how I arrived at the current flavor for it, it's pretty odd:smalltongue:

Industrious: First off, the aging enchantment. Maybe it should be a +2, but hear me out on my reasoning. Firstly, it's got the aging tag. It bypasses the resistances that plague the various other +1d6 enchantments, but on the other hand, outsiders, incorporeal undead, possibly dragons (aging doesn't seem to harm them much) and maybe even some other creatures are completely immune to it, so I figured that balances out. however, the potential ability damage does probably bring it to +2, even if it's a rather easy fort save. Changing that now.

Second, the feats. They might as well be class features, as it requires 6 Sandman levels and another feat, but ok, I'll change it to 1, not 2.

Third and last, the Mesmer. Good catch there, I'll change it so it also gives a +4 bonus to intelligence-based checks, rather than a penalty. That said, the Mesmer is meant to be mostly harmful. I really only put that in for flavor and, potentially, as a way to power up your wizard or other int-based caster in a pinch if you really have to.

Again, thanks for the help. Editing now:smallbiggrin:

Cogwheel
2009-10-08, 12:35 PM
The way Mesmers works has been edited - the ability damage can now never be reduced to 0, even by immunities (say, being a construct or undead). Nearly pulled a Hellfire Warlock there.

Fizban
2009-10-09, 03:20 AM
You'll need to make it ability burn to avoid the hellfire warlock, otherwise a Binder dip and feat will give you Naberious for ability damage fast healing 1/round.

I can't speak for fine tuning of balance either, but in general, this class is awesome. I especially like the crack about bluffing time so much that you learn how to bluff death too. It's a good time based character that isn't just a caster with a bunch of spells relabeled "time stuff", though because it's not a caster it lacks some of the world-shattering power I'd expect from a time manipulator. In particular most of the effects seem really small with only a few d6's (until disintegrate) and/or a few rounds of duration. It's got nothing on the Truenamer for underwhelming but I expected a lot more out of End of Times than a prismatic-style random effect (unfortunately I can't suggest anything more than MASSIVE DAMAGE! or the like, that why I'm not the homebrewer).

Still good, definitely goes in the save folder.

Waargh!
2009-10-09, 03:48 AM
Really like this class as an idea. I will try to see if it also balanced, but good job sir.

"While DMs may choose to make a player character the target for this ability used in another timestream, such arbitrary and random effects are often a poor idea"
Lecturing the DM eh? :P
I don't think it is necessary. It is kind of common sense that this idea is random and arbitrary


I will leave Mesmers for the end.
Turn Back The Clock: You need to add "the sandman doesn't regain the use of this ability though" for obvious reasons.
Also, the going back to time needs clarification. Do you regain actions spent? Does the number of rounds change?
round 1: Take damage. Turn Back The Clock. Act.
round 2: Take damage. Deja Vu: Use Turn Back The Clock. Negate Damage. Regain Deja Vu. Act.
round 3: repeat

The idea is that you will wait until your "Act" part has the desired effect.

So, Turn Back The Clock should not make the Sandman regain any daily abilities perhaps?

Also, does Turn Back Clock considered to actually count this round as the previous one? Like:
round 3: Turn Back Clock. Now we are at round 2. Deja Vu. Repeat action happened on round 1 (or on round 2?).

Another idea is to dublicate yourself. Then Turn Back Clock. Then the other turns back time. You get your Turn Back Clock back. You Turn Back Time. The other gets their ability back. He does it again. Go to turn X where you used From Another Time to dublicate youself. You haven't expended any ability. So you could rewind time without a penalty.
So, I suggest "Turn Back in Time cannot be regained by any means, except by resting for 4 hours".

My Will Be Done is too powerful. -15 on saves? So at 19 level once per day you can use a greater mesmer with a DC about 45 DC? Isn't that too much?

Cogwheel
2009-10-09, 04:18 AM
Fizban: What's ability burn? I've never even heard the term, or if I did, I can't remember it. I assume it means that the points can only be recovered by resting, though. Glad you like the class, anyway :smallsmile:

As for the world-shattering power, you raise a good point. First off, though, many Mesmers (Dust to Dust, for instance) are measured against spells (typically wizard/sorcerer) of the same level. Additionally, I'm trying to keep the Sandman weaker by a bit than sorcerers/wizards/clerics/druids, as those classes are, frankly, rather overpowered (the last two most of all). That said, if you have any suggestions for changing things, I'll gladly hear you out. I'm not actually happy with End of Times as it is, but I can't think of any other way to represent what essentially comes down to breaking reality. I do, however, have a Greater Mesmer on the way that you might like...


Waargh: Thanks! Glad to hear you like it. I'm honestly not sure if it's balanced, but balance-wise, I think all that's left is checking for loopholes. Barring that, the class overall is probably somewhere midway between a wizard and a rogue in terms of power. And no, I'm not lecturing the DMs - just trying to say that while it might make sense for the Sandman to be targeted by this themselves every once in a while, in practice, it's a bad idea. But yes, you're right, that's probably pretty obvious.

Edit: Whatever ability burn is, the damage from overclocking yourself can now no longer be restored in any way except by sleep (so yes, Restoration and such is out too). Addtionally, we have a new Greater Mesmer, as promised. It makes people stop existing. And they never really existed in the first place.

Waargh!
2009-10-09, 05:08 AM
Edited my above post. So check the rest as well :smallsmile:

EDIT: I believe mesmers should be balanced since they are similar to spells. Have no idea about spells to compare them, though.
Dust to Dust: You meant Fort negates? Or that he ages just 500yrs rather than 1000yrs with the "Fort halves" (I hope the second, just for the sarcasm)
Time Stands Still: Add "like Time Stop spell", meaning that other characters cannot be affected by the Sandman. I believe that was your intention.

Cogwheel
2009-10-09, 05:28 AM
Read it. Thanks for the ideas - you're right, Turn Back The Clock is full of all sorts of loopholes. So yes, it can't be used by clones, can't be recovered except by sleep (not necessarily 4 hours, though, as that may be reduced further by the Somnomancer PrC, if nothing else) and doesn't restore daily abilities. Also, no copying with Deja Vu. I'll edit that in shortly.

As for My Will Be Done, it's rather more likely to be DC 40 or so, not 45, but that's a minor nitpick. In any case, it's once per day, and to be fair, there are lots of no-save spells out there. Any of the Sandman's harmful Mesmers can be saved against. Plus, the ability is meant to serve as a capstone - the one you actually get at level 20 is mostly fluff, really. As such, it should be compared to the capstones of other classes. That said, if you still think it should be lowered, I'll tone it down to -10.

Anyway, edits will be done later. I'm making a sheet right now, which should give you time to think on that. Thanks again for all the help!

Waargh!
2009-10-09, 05:51 AM
Well, it will be like 10+19/2(10)+CHA+15. With a +10 on CHA (probably) it is around 45.
I have no idea about how powerful wizards can get, so cannot say. Since you say the have spells with no save and the such, the -15 seems just fine.

Cannot spot anything else that would inbalance the Sandman.
Except for the From Another Time.
Duplicate a wizard and make him cast all the spells that require EXP loss. Not fair. You should generally prevent duplicates for using anything that requires EXP lose.
Oh, and what if the dublicate uses Mesmers when ticks are below 0. Does he gets the ability lose?

Cogwheel
2009-10-09, 06:03 AM
+10? hm, I had no idea ability score mods could get that high >_>

In any case, yes, wizards can get ludicrously powerful, and even they've got nothing on clerics and druids. I think there are attack spells as early as 1st level that deal damage with no questions asked and only allow saves to resist the additional effects. So My Will Be Done stays as it is.

Good catch, again, on From Another Time. honestly, that and Turn Back The Clock are turning out to be some ridicolously fiddly abilities. I'll just make sidebars for them in spoilers later and call it a day. Thanks again:smallsmile: Looking forward to hearing your take on the Mesmers/feats/equipment.

Cogwheel
2009-10-09, 08:56 AM
Edited! From Another Time and Turn Back The Clock have been fixed. I'll begin work on the Somnomancer some time tonight, most likely.

Cogwheel
2009-10-10, 06:22 AM
"Sweet Dreams"

Somnomancer

The Sandman's path is a reasonably broad and diverse one, focusing on the manipulation of time and the mind in all its aspects. Diversity, however, is not for everyone. Some Sandmen choose focus instead. Specifically, over the ability that was originally the Sandman's namesake: the power of sleep.

These few call themselves the Somnomancers - indistinguishable from the Sandmen, for the most part, in attitude or appearance, save for the rings often found under their eyes, the pouch of sand each one of them carries and, in a few cases, obsessive study of sleep and dreams.

Along the way, many of them gain a somewhat greater touch of magic than their rather more mainstream counterparts. Specifically, they gain some degree of control over creation and sending signals directly into one's mind, gradually creeping beyond hypnotism and further into the realms of magic. For this reason, some Somnomancers consider themselves to be "above" ordinary Sandmen.

Adaptation: Like the Sandman, this class's abilities are tied closely to a certain flavour. While it may be hard to extricate it from the Sandman class's flavour, much of the class features could be altered to represent a more simplistic mind-control - tampering with one's subconcious, for the most part. Sleep, likewise, may be altered to simple unconciousness, caused by shutting off parts of one's mind.

Requirements:
Skills: Bluff 9 ranks.
Mesmerising: The ability to cast Lesser Mesmers.
Special: Possession of a Bag of Slumber, greater or otherwise.


hit die: d8

The Somnomancer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Mesmers

1st|
+0|
+2|
+0|
+2|Sleep Is For The Weak, Dust of Dreams 1|+1 level of existing mesmerising class

2nd|
+1|
+3|
+0|
+3|Fickle Memory|

3rd|
+2|
+3|
+1|
+1|Dust of Dreams 2, Worst Nightmare|+1 level of existing mesmerising class

4th|
+3|
+4|
+1|
+4|Dead Man Sleepwalking, Narcolepsy|

5th|
+3|
+4|
+1|
+4|Dust of Dreams 3, Follow Your Dreams|+1 level of existing mesmerising class[/table]

Class Skills: The Sandman's class skills (and the key ability for each skill) are as follows: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Skill Points at Each Level: 6 + Intelligence modifer

Class Features:

Weapon and Armour Proficiencies: Somnomancers gain no additional weapon or armour proficiencies.

Sandman progression: At every odd level, the Somnomancer gains ticks as though they had gained a level in Sandman and, if at the appropriate level, they also gain access to new ranks of Mesmers. Additionally, the DC for their Mesmers and other abilities is boosted as if they had gained a level in Sandman, while the DC of Sandman's Slumber is boosted as if every Somnomancer level was a Sandman level. however, other class features that would be gained via Sandman levels are not gained rom Somnomancer levels.

Dust of Dreams (Su): As they gain more experience, a Somnomancer learns how to better exploit their abilities, sending their foes beyond the veil of sleep. At the first rank, a Somnomancer adds a bonus to their bluff checks and the save DC equal to their Somnomancer level when using Sandman's Slumber, and gains an additional use of Sandman's Slumber per encounter. At the second rank (3rd level), the Somnomancer may affect up to 2 targets with a single use of their ability. At the third rank, the Somnomancer may use this ability up to three times per encounter, and affects up to three targets each time.

Sleep Is For The Weak (Ex): With time, a Somnomancer begins to realize that the constraints presented by sleep need not apply to them. They are able to, through a supreme effort of will, regain an amount of hit points equal to eight hours of sleep - not to mention feel completely refreshed - after a mere two hours of sleep. Additionally, they gain all expended ticks after this short period of sleep as well. Lastly, the Somnomancer gains immunity to all sleep-related effects, magical or otherwise.

Fickle Memory (Su): Dreams are but an extension of memory, for the most part, and the skilled Somnomancer may take advantage of this. By concentrating for 3 rounds, doing nothing else, a Somnomancer of second level or higher may force a will save upon any target put to sleep with Sandman's Slumber (DC: as Sandman's Slumber). If the target fails, the Somnomancer may gain knowledge of their activities through their memories, reaching back as far as 1 month per class level. Additionally, the Somnomancer may, at the cost of allowing their victim a second will save, the Somnomancer can attempt to erase any number of these memories, alter them, or add new memories in its place.

Should the victim succeed in any will save, they wake up immediately and gain immunity to this ability for the following 24 hours.

Worst Nightmare (Su): One's worst fears are often realized in sleep, and while a Somnomancer is no one's worst nightmare, they often know someone - or something - who is. Sufficient fear can have far-reaching consequences, affecting the waking world as well. By reaching into the dreams of any put to sleep using the Sandman's Slumber, a Somnomancer of 3rd level or higher may, as a move action, inflict the most terrifying nightmares imaginable upon their victims. The effect is identical to a Phantasmal Killer spell (save DC equal to Sandman's Slumber), with one difference: the spell's effects cannot, under any circumstances, be turned back upon the Somnomancer.

A successful save against Worst Nightmare bestows a 24 hour period of immunity upon to the same Somnomancer's Worst Nightmare ability.

Narcolepsy (Ex): Everyone needs to sleep, sooner or later. When exceptions to this rule prove themselves too bothersome, the accomplished Somnomancer may put them back in their place. From 4th level on, a Somnomancer may use the Sandman's Slumber ability, as well as associated class features, on any sentient target, by placing them in a state similar to sleep, if not exactly identical - for instance, this ability would affect a lich, but not a creature with no intelligence, such as an iron golem.

Dead Man Sleepwalking (Su): Death is but a long sleep, and every good Somnomancer possesses absolute dominion over sleep. At times, when death proves itself... inconvenient, it can be cut short. Once per day, a Somnomancer of 4th level or higher may, as a full-round action, resurrect anyone within 100 feet who has died within the last 10 rounds, as per a Raise Dead spell. Alternatively, they may choose to simply return one to life as a mindless, short-lived thrall. Should they choose this option, the target is utterly loyal to the Somnomancer, and gains +4 strength and constitution, as well as DR 5/-. They collapse at the end of the duration (1 round per Somnomancer level), and cannot be returned using this ability again.

Follow Your Dreams (Ex): Within every mind is the potential to create. At the pinnacle of their power, the Somnomancer learns this, creating a living, sentient being - an extention of their mind, though perhaps somewhat independant in its own right - by drawing on the greatest font of inspirations hidden within their mind: Their dreams. Whether the result is a fantastic dream creature to soothe the mind and heal one's allies, or a horrifying amalgam of nightmares designed to strike fear and madness into those who percieve it remains entirely at the Somnomancer's discretion.

At its core, the creature (referred to as a Lucid Dream from here on, replace with Nightmare if appropriate) is a number of Aberration hit dice equal to the Somnomancer's character level, and is Large sized. In addition, its ability scores are 16, 14, 12, 10, 10, 8, to be distributed as the Somnomancer sees fit.

Upon gaining this ability, the Lucid Dream gains a number of traits from the list below equal to 3+the Somnomancer's charisma modifier. They gain another trait from the list below every time the total of their level reaches an even number.

The Lucid Dream is an extension of the Somnomancer's mind. As such, should it be slain, a certain amount of shock is applied to its creator's mind, dealing 2 intelligence, wisdom and charisma damage. This damage cannot be prevented in any way, including immunity, and may not be healed except by rest. however, its absence is temporary - as soon as the Somnomancer recovers the ability damage dealt to them by the Lucid Dream's death, they may recreate it at maximum health as a full-round action.

Lucid Dreams automatically possess the Weapon Finesse, Sound Sleeper and Time Waits For One Man feats, regardless of whether they meet the prerequisites or not, and will use these if it would provide an advantage. Lucid Dreams cannot be affected by mind-affecting effects if the Somnomancer is not also affected. Should the Somnomancer fall under such an effect, however, than the Lucid Dream is also automatically affected. Finally, the Somnomancer may choose to share spells with their Lucid Dream, much like a wizard and their familiar.

Note: the charisma modifier used to determine a Lucid Dream's number of traits is the Somnomancer's natural charisma. That is to say, while tomes and the attribute increases gained every four levels used will be counted, but charisma boosts from magical items will not. In short, if the charisma increase is even remotely temporary, it will not grant the Lucid Dream additional traits. All saves forced by the Lucid Dream have a DC equal to half the Somnomancer's character level+the Somnomancer's charisma modifier+10.

Unlike most Aberrations, the Lucid Dream need not sleep, eat, drink or breathe, but only gains feats once every six hit dice.
--------------------------------------------------------------------------

Traits


Alter Size
The Lucid Dream increases by one size category, or is reduced by up to two. This trait may be taken up to a maximum size of Colossal, or a minimum size of Fine.

Unearthly Power
Upon taking this trait, the Lucid Dream gains +2 to any one attribute. This trait may be taken multiple times.

Otherworldly Power
Prerequisites: Unearthly Power, one attribute at 20 or more.

Upon taking this trait, the Lucid Dream gains +4 to any one attribute. While this trait may be taken multiple times, it cannot be applied to the same attribute more than once.

Art of War

Upon taking this trait, the Lucid Dream gains proficiency in all simple and martial weapons, as well as a single exotic weapon.

Natural Armaments

The Lucid Dream grows a natural weapon - this can be a single natural weapon of any type (note that stings do not come with poison), or two. If two are chosen, the damage is one category lower. This trait may be taken multiple times, but only up to a total of four different natural weapons.

Unnatural Reach
Prerequisites: Natural Armaments

By choosing this trait, the Lucid Dream may elongate up to two of their natural weapons, doubling its reach - for example, arms tipped with claws would be lengthened, applying this trait to a bite attack would cause the creature's neck to extend, and so forth.

Unnatural Power
Prerequisites: Natural Armaments, Str 16+

By choosing this trait, the Lucid Dream strengthens their natural weapons. They may raise a single natural weapon's damage by two size categories, or two natural weapons by one each.

Supreme Coordination
Prerequisites: Natural Armaments, 12+ hd, dex 16+

The Lucid Dream gains utterly perfect coordination, no longer taking penalties of any sort for attacking with multiple natural weapons.

Elemental Strikes
Prerequisites: Natural Armaments, Int 13+

The Lucid Dream's natural weapons are imbued with elemental properties, dealing either 1d6 acid, electricity, fire or cold damage with their natural weapons, chosen when the trait is obtained. This trait may be taken multiple times. Alternatively, 1d6-1 force or sonic damage may be dealt instead.

Elemental Strikes, Greater
Prerequisites: Natural Armaments, Int 13+, Elemental Strikes, 12+ hd

The Lucid Dream's elemental capabilities improve further, dealing 2d6 acid, electricity, fire or cold damage. Alternatively, 2d6-2 force or sonic damage may be dealt instead. This trait may be taken up to 3 times.

Speed of Thought
Prerequisites: Int 13+

The Lucid Dream's movement is accelerated considerably, and they gain a bonus to all forms of movement equal to 5' multiplied by their intelligence modifier.

Lurker Below

The Lucid Dream gains a burrow speed equal to its base land speed, as well as Tremorsense out to 20'. This trait may be taken multiple times, increasing the speed and Tremorsense range by 10' every time.

Far Above
Prerequisites: Dex 13+

The Lucid Dream gains a flight speed equal to their base land speed and poor manoeuverability. This trait may be taken multiple times, increasing the speed by 20' and raising manoeuverability by two categories every time.

Wall Climber

The Lucid Dream gains a climb speed equal to their base land speed, as well as a +6 bonus to Balance and Climb checks. This trait can be taken multiple times, boosting the bonus by +2 and the speed by 20' every time.

Bitter Dreams
Prerequisites: Natural Armaments

One of the Lucid Dream's weapons (or two, if they were gained as a pair) gains a poison, dealing 2d4 damage (primary and secondary damage) to any ability but constitution, or 1d6 constitution damage.

Aura

The Lucid Dream gains an aura, granting those within 30' of it either a +1 bonus to saving throws, attack rolls, skill checks and ability checks or a -1 penalty to the same, as it sees fit. This trait can be taken multiple times, adding an extra 30' to the area every time. Additionally, the Lucid Dream may, at any time, choose to exclude any number of creatures from the aura's effects. The Lucid Dream is not affected by its own aura, unless otherwise noted.

Aura of Might
Prerequisites: Aura

Those within the Lucid Dream's aura are stronger than ever before, gaining a +2 bonus to strength.

Aura of healing
Prerequisites: Aura

Those within the Lucid Dream's aura find their wounds all but evaporating, and gain fast healing 2.

Aura of Bliss
Prerequisites: Aura

Those within the Lucid Dream's aura find harmful emotions banished from their minds, gaining immunity to effects with the [fear] or [pain] descriptor.

Aura of horror
Prerequisites: Aura

Those within the Lucid Dream's aura find themselves overwhelmed with fear as it creeps into their thoughts at every opportunity, and must make a will save or be terrified, as per the Fear spell. A successful save grants immunity to the same Lucid Dream's aura of horror for 24 hours.

Aura of Rage
Prerequisites: Aura

Those within the Lucid Dream's aura find themselves filled with anger, lashing out indiscriminately at those closest to hand. Those within the aura must make a will save or begin attacking those nearest to them, preferring hand-to-hand combat over the use of missile weapons or spellcasting. A successful save grants immunity to the same Lucid Dream's Aura of Rage for 24 hours.

Aura of Silence
Prerequisites: Aura, Stealth

The Lucid Dream's aura becomes utterly silent, as per the Silence spell.

Antimagic Aura
Prerequisites: Aura, hd 15+

All magic is negated within the Lucid Dream's aura, as per an Antimagic Field spell.

Aura of Madness
Prerequisites: Aura, Aura of horror

The Lucid Dream's aura drives its victims mad, dealing 1d4 wisdom damage to them each round (will save negates).

Stealth

The Lucid Dream becomes shadowy and insubstantial, gaining a +6 bonus to hide and Move Silently checks. This trait may be taken multiple times.

Unseen Dreams
Prerequisites: Stealth

The Lucid Dream gains Invisibility, as per the spell.

Unseen Attacker
Prerequisites: Stealth, hd 15+, Unseen Dreams

The Lucid Dream is permanently invisible, as per the spell Improved Invisibility.

Nowhere to hide

The Lucid Dream's senses extend beyond its eyes, granting it Blindsight 30'. This trait may be taken multiple times, granting an additional 30' range each time.

Breath Weapon
The Lucid Dream gains a breath weapon - a cone of lightning, acid, fire or cold, dealing 6d6 damage once per encounter. This trait may be taken multiple times, adding 3d6 damage each time.

Soothing Words

The Lucid Dream may, once a day, subtly bend a mind with their words, turning it to their cause, as per a Charm Monster spell.

Undeniable Will
Prerequisites: hd 13+, Soothing Words

As Soothing Words. however, the Lucid Dream's powers of compulsion have grown, allowing them to cast Dominate Person once per day.

Elemental Shield

The Lucid Dream may develop defenses against the element of their choice, gaining 15 resistance to any one element. This ability may be taken up to twice in any given element. Once the Lucid Dream reaches 14 hit dice, this trait can be taken a third time, giving immunity to that element.

Unhinderable Force
Prerequisites: hd 15+

By taking this trait, the Lucid Dream gains complete immunity to ability damage and drain.

Unfettered Dream

A Lucid Dream with this trait can no longer be stopped by any means, acting as though under a permanent Freedom of Movement spell.

Invulnerable Dream

This trait grants the Lucid Dream DR 2/-. This trait may be taken multiple times, granting an additional 2 DR each time.

Rejuvenating Dream

This trait grants the Lucid Dream fast healing 2. The trait may be taken multiple times, granting an additional 2 DR each time.

Skilled Combatant
Prerequisites: Art of War or Natural Armaments

This trait makes the Lucid Dream more adept at landing blows, raising its Base Attack Bonus to a level equal to its hit dice.

Great Resilience

This trait makes the Lucid Dream more capable of absorbing blows, raising its hit dice to d12 and retroactively increasing its hit points.

Perseverance
Prerequisite: hd 13+

This trait improves the Lucid Dream's resistance to harmful effects. One of its saving throws (Fortitude or Reflex) is raised to a good progression and retroactively improved.

Untouchable Shell

This trait grants the Lucid Dream some manner of natural armour - an exoskeleton, scales, a shell, a harder skin or something of the sort, raising its natural armour by 2. This trait may be taken multiple times.

Grasp
Prerequisites: Natural Armaments

This trait grants the Lucid Dream the Improved Grab ability on one of its natural weapons, in addition to a Constrict attack against any targets of a smaller size category, dealing 2d6 damage. This trait may be taken multiple times, either raising the damage by an additional 2d6 or applying to a new natural weapon.

Devour
Prerequisites: Natural Armaments, hd 12+, Grasp

This trait is almost entirely in the hands of the DM. The trait grants the Lucid Dream the Swallow Whole ability. however, the amount of damage done by it, the damage which must be done to escape, the amount of creatures of various sizes that it may swallow at any given time and so on remains entirely at the DM's discretion. Players are advised to consult their DM before choosing this trait.

Sap Life
Prerequisites: Natural Armaments, Bitter Dreams, hd 14+

The Lucid Dream's strikes sap a creature's life force. One natural weapon (chosen at the time of acquiring the trait) bestows a negative level on a hit, simultaneously restoring 5 hit points to the Lucid Dream. This trait can be taken multiple times, either causing a natural weapon to bestow an additional negative level or applying to a new natural weapon each time.

Spectre of a Dream
Prerequisites: hd 15+

The Lucid Dream becomes incorporeal. As a full-round action, they may shift between being incorporeal and corporeal. While in either state, all armour and weapons equipped by them gain the ghost touch property. Any other carried or worn items shift with them.

Unearthly Reflexes
Prerequisites: Perseverance (Reflex)

The Lucid Dream gains the evasion ability. This trait may be taken a second time to gain Improved Evasion.

Fade Into Mist
Prerequisites: Far Above

The Lucid Dream gains the Gaseous Form ability, with a speed equal to half that of Far Above, and a manoeuverability lower by one category.

Below the Waves

The Lucid Dream gains a 30' swim speed, along with +10 to swim checks. This trait may be taken multiple times, adding +5 to swim checks and an additional 30' to the swim speed each time.

Spellward
Prerequisites: hd 12+

The Lucid Dream develops a resistance to magic, gaining spell resistance equal to 5 + their hit dice. This trait may be taken multiple times, adding 5 spell resistance each time.

Mindlink

This trait grants the Lucid Dream telepathy out to 50'. This trait may be taken multiple times, adding another 50' to the range every time.

hunter's Might

This trait grants the Lucid Dream a hunter's capabilities, in the form of the Scent and Pounce capabilities, as well as the Track feat.

Gaze Into The Abyss
Prerequisites: Aura, Aura of horror, Aura of Madness, hd 15+

Three times per day, the Lucid Dream may, as a standard action, use a gaze attack on any enemy who can see them (this includes scrying, if the scrying has been noticed), crushing their sanity and dealing 5d6 wisdom damage.

Eyes of the Elements

The Lucid Dream gains a gaze attack that deals 8d6 damage once per encounter as a standard action. The damage may be cold, electricity, acid, fire, force or sonic type, though force or sonic attacks deal 1d6 less damage. This trait may be taken up to 5 times, adding 6d6 damage or an additional use per encounter each time.

Waargh!
2009-10-10, 07:04 AM
EDIT: Escaping Time's punishment should really be a Reflex save and not a Fort save. I believe this has already been mentioned.

Amount of Ticks
I was trying to see if the amount of ticks is suitable for the Sandman. So I compared with the Psion. More or less the number is balanced. Psion is more balanced because he gets fixed amount of power points, but OK.

Ability Lose
The Mesmers seem balanced. I edited a previous post with two mesmers need fixing. Will post them it again here.
Dust to Dust: You meant Fort negates? Or that he ages just 500yrs rather than 1000yrs with the "Fort halves" (I hope the second, just for the sarcasm :P)
Time Stands Still: Add "like Time Stop spell", meaning that other characters cannot be affected by the Sandman. I believe that was your intention?

Items/Feats
Seem OK.
Tick Toc is powerful, but since Sandman doesn't have metamagic feast or something similar it should be OK. Will look at prestige later on.

(I am a fan of Neil Gaiman's "The Sandman" if you haven't guessed)

PrC looks nice. Really should be 10th level, though. I would also like an ability to affect sleeping creatures that are sleeping by normal means.

Cogwheel
2009-10-10, 09:17 AM
1: Reflex? Why? The reflex thing was actually asking why there's a good fort/will save but no reflex. The answer being that I want them to have good saves against both forms of Mesmer backlash, and while reflex makes sense, three good saves would be overpowered. As for why it's a fortitude save, time attempts to punish you whatever you do - the trick is whether you can shrug it off or not. Since it basically makes you age briefly (rather like the Cripple Mesmer), fortitude is the appropriate save, in my eyes - there's nothing to dodge.

2: Thanks. Just to clarify, psions get bonus power points from high stats, while vancian casters gain extra spell slots. It's no different from that... if possibly more major changes for each point of cha modifier.

3: Dust to Dust is an odd one. I didn't want to make a fort save negate it, since it's essentially a bigger Ravages of Time. That said, yes, it doesn't make much sense. My (admittedly poor) justification is that while the spell ages you, you manage to make time snap back before its effects kill you, thus only sustaining some damage and looking only slightly older or its effects, too.

Time Stands Still is, well, Working As Intended. Compare it to Time Stop. You can take someone with you, and you gain it at about the same level. The drawback? It lasts for 2 rounds, which is the minimum amount of rounds for Time Stop. The bonuses are that you can take someone with you, as I said, and that it has basically no strings attached, unlike Time Stop. Overall, maybe it's a bit better (though in practice, there's Delayed Blast Fireball for Time Stop). That said, Sandmen should have better Mesmers.


4: The PrC is something I was never too sure about. I know the class features look like they were crammed in there, but it's a PrC. Besides, regular Sandmen get full casting/mesmerising/whathaveyou and a class feature every level. That said, I may extend it as far as, say, 7 levels (there's atleast one precedent in WotC books). I'm not sure I'd have enough class features for 10 levels. that said, I may be able to just adjust the existing stuff for sleeping targets so it affects anyone who's asleep, from Sandman's Slumber or otherwise. What do you suggest?


Again, thanks or all the help! Sorry if I seem overly defensive, I just want to be absolutely sure that there's a problem before I fix it.



Edit: heard of Neil Gaiman a couple times, but I never heard of the book (assuming it's a book, I believe he's a novelist), so no, I couldn't guess. In case you're wondering, I picked the name Sandman purely as something with a tie to sleep (obvious) and time (sand).

Balketh
2009-10-15, 03:54 AM
Do you have any other plans for these two?

More mesmers?

Fluff?

An example Sandman?

I am quite interested, as it's one of the few, if any, casters I would play.

Cogwheel
2009-10-15, 03:56 AM
I may make a melee-focused PrC, but don't count on it. More Mesmers? Again, probably not, but I'll work with any submissions I'm given. The same applies to feats and magic items.

An example Sandman, though? Good call. I promised one of those and forgot about it completely. What level should I go for (not going to bother with anything above 9th or so) and should I include Somnomancer levels?

Balketh
2009-10-15, 03:57 AM
Go up to five, and then give us a SEPARATE one (copy-paste) with Somnomancer levels.

Cogwheel
2009-10-15, 01:51 PM
Will do. Tommorow, seeing as I've been busy all day and it's now horrendously late. Or possibly early. In any case, I'll do it once I wake up, but it may take a while. Friday and all >_>

Edit: I will make said Sandman level 6. That adds lesser mesmers. Plus, you know, the character needs to be level 6 before I can tack Somnomancer levels on.

Altaria87
2009-10-15, 02:17 PM
Sleep with one eye open, gripping your pillow tight
Great job with this class, I quite like it :smallbiggrin:

industrious
2009-10-15, 08:12 PM
Just saw something. How fast does the sand in the pouches regenerate? because if its an endless pouch of sand, one could use it for far more than sleep and increasing save DCs.

Cogwheel
2009-10-15, 11:46 PM
hmm... good point. I never thought of that. I'd say it's infinite and it's less regenerating sand as much as that the magic charging the sleep spells doesn't recharge for a day or so. So yes, infinite sand.

however, that would be powerful and make it cost a good deal more. In light of that, I'm inclined to say that, no, you can't get infinite sand.

Altaria: Thanks! Always nice to know I didn't actually mess up completely.


The sheet will come at some point today. I's got work to do.

Cogwheel
2009-10-16, 04:26 AM
Sheet's (http://www.coyotecode.net/profiler/view.php?id=7340) ready.

The level 11 version (this with 5 Somnomancer levels) will come later. Equipment will be bought again from scratch in that version, not added on to this. Additionally, stats were rolled using 4d6 (best 3), and adding a point at 4th level. The dice were... generous.

Cogwheel
2009-10-16, 11:17 PM
The Somnomancer (http://www.coyotecode.net/profiler/view.php?id=7341), as promised.

It should be noted that this isn't the class's standard power, in the case of both sheets, but my attempt to optimize it, partly so you know what you might have to deal with. For an 11th level character, this still seems reasonably tame to me, though level 12 will give the Lucid Dream another ability, and level 13 will net them Major Mesmers, so this is a bit of a lull in power. Maybe.

One aspect that hasn't been optimized much here is the Lucid Dream. It's decent, but not much good as a tank, partly because I went and took a breath weapon/acid vision on a whim instead of picking something sensible.


Finally, an issue I noticed. Lucid Dreams have low AC. Low. What can I do to fix this?

Cogwheel
2009-10-21, 12:24 PM
I'll give this one bump for feedback before I let it sink into the thread graveyard. Just the one, I promise. My various questions in previous posts still stand, so...

linkhyrule5
2010-02-24, 01:23 AM
Seems interesting. A lot of the traits for Lucid Dream seem overpowered, though, particularly Eyes of the Elements and Antimagic Aura.